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A New Build Order Planner - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 12 Next All
Xanatoss
Profile Joined May 2010
Germany539 Posts
September 04 2011 23:26 GMT
#161
You have to stack all chronoboosts determined for the same unit/upgrade before that unit/upgrade. Currently there is a small issue with CB that you can only stack as much CB as there are available if you boost nonstop from the beginning of that unit/upgrade. The Planner is smart enough to take additional generated energy during boosting into calculation but it is currently not possible to boost an unit/upgrade at certain times, like at the the end of warpgate-tech to synchronize it with your gateways.

Here is a template for 1 Gas 4 Gate with 20 Probes:
http://www.sc2planner.com/#PaaaoCaffaaaoDdaoBaoCacaoFagaaffffuAjjoDoDoDoCoOoOoOoOqqqqoCmmmm
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
Korinai
Profile Joined February 2011
Canada413 Posts
September 04 2011 23:37 GMT
#162
Holy fuck, this is insanely awesome.
"There is nothing more cool than being proud of the things that you love." - Day[9]
iSTime
Profile Joined November 2006
1579 Posts
September 05 2011 00:58 GMT
#163
On September 05 2011 08:26 Xanatoss wrote:
You have to stack all chronoboosts determined for the same unit/upgrade before that unit/upgrade. Currently there is a small issue with CB that you can only stack as much CB as there are available if you boost nonstop from the beginning of that unit/upgrade. The Planner is smart enough to take additional generated energy during boosting into calculation but it is currently not possible to boost an unit/upgrade at certain times, like at the the end of warpgate-tech to synchronize it with your gateways.

Here is a template for 1 Gas 4 Gate with 20 Probes:
http://www.sc2planner.com/#PaaaoCaffaaaoDdaoBaoCacaoFagaaffffuAjjoDoDoDoCoOoOoOoOqqqqoCmmmm


Supposed to be gate on 12 cyber on 16 fwiw.
www.infinityseven.net
Stone
Profile Joined February 2009
United Kingdom155 Posts
September 06 2011 18:46 GMT
#164
hey DeltaOne, i was wondering if you have a "key table" for all the characters used in the URL generation, if its ok with you i would like to give this info to CarbonTwelve (creater of SCBuildOrder).

related thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=168348&currentpage=54

and hopefully he will add support for an sc2planner url compatible output. also could you have the queens special abilities not interfere with the timings of anything else. hard to explain, for example if i have a bunch of injects already lined up, and i'm just adding drones, i have to be careful where i place my drones checking they dont push the injects further forward, when i see this happen i then have to place that next drone after the injection to stop this from occurring. if its possible could you have the injection timings work independently from drone production.
Xanatoss
Profile Joined May 2010
Germany539 Posts
Last Edited: 2011-09-07 00:51:50
September 07 2011 00:51 GMT
#165
Would it be possible to unlock additional gases as soon as an additional CC/Hatch/Nexus is building, opposed to as soon as it finishes? (in order to synchronize their completion to get additional gas asap)
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
DeltaOne
Profile Joined August 2011
Sweden51 Posts
September 07 2011 21:38 GMT
#166
@ Stone: I'll add a key table to the website for import/export reasons when I get the time. I'm also in progress of writing a faq and news, as well as fix some bugs and implement some export functions. For your other question: I'll think about it, just like implementing constant scv and marine production etc, but I will add it only when I have a neat solution to it, and if people really wants it.

@ Xanatoss: I'll add gas before nexus next upload. Thanks for pointing it out.
DjSpectre
Profile Joined February 2011
United States62 Posts
September 08 2011 00:18 GMT
#167
Awesome work! A few bugs here and there that other users have mentioned, but wow, a lot of effort went into this and it even has the recent 1.4 patch timing for barracks, etc.
Consider that before you were alive, you were dead. After your life you will be dead. We spend more time being dead than alive. So don't waste your life.
ShObiT
Profile Joined September 2011
Dominican Republic39 Posts
September 08 2011 17:06 GMT
#168
MIND Blowed!! Weel done man!
The Status "Quo" Is just an attemp to stop the change and evolutions of the free minded.
Xanatoss
Profile Joined May 2010
Germany539 Posts
Last Edited: 2011-09-10 13:28:22
September 10 2011 13:26 GMT
#169
God I love it so much 8]

2 Questions:

Do workers use a fixed average coefficient for Minerals/Minute - Calculation or is the diminishing efficency dependend on how much workers I have? In addition, does the planner allocate workers automatically for optimal mineral-saturation (like 2x10 workers on 2 bases instead of 20 workers on one and 0 on other, for greater income), because it seems like this for gas (3 workers on 1 Gas net less income than 3 on 2 Gas).

2nd one is, do you think it is possible and useful to implement a "accumulated ressources gathered" Display? I need that for several considerations but have to calculate it on my own atm, which is a bit cumbersome (?).

Keep up the great work! :D
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
DeltaOne
Profile Joined August 2011
Sweden51 Posts
September 10 2011 23:44 GMT
#170
Yes it automatically allocate workers optimally with reduced efficiency after 2 workers per mineral/gas patch like you would expect. So in your example if you have two assimilators and three gas workers it will put 2 workers in one and the third worker in the other automatically, thus getting maximum income.

I'll add minerals per second, total minerals and similar stats in a future version for sure.
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
September 13 2011 21:46 GMT
#171
This is a very good tool.

I found some bug.
Reator barack don't give additionnal production.
Ascel
Profile Joined June 2011
Australia4 Posts
September 14 2011 02:25 GMT
#172
Works Great =D
CrazyFabiO
Profile Joined April 2011
Germany28 Posts
September 16 2011 14:32 GMT
#173
I can confirm Gyro_SC2's bug, in my build (shall be some optimized 2 Rax exp w Reaper) a Reactor doesnt add additional production:
http://www.sc2planner.com/#TaaaaoEaoFaaoDacajdoCoPoFfaloEaaloEoQaaoVfakjj
CrazyFabiO
Profile Joined April 2011
Germany28 Posts
September 16 2011 14:38 GMT
#174
Ooops, i didnt saw the 2 Marines button.
Stone
Profile Joined February 2009
United Kingdom155 Posts
Last Edited: 2011-09-17 15:18:13
September 17 2011 15:16 GMT
#175
cant figure out how to add multiple chrono onto a forge upgrade (adding the chrono as the energy becomes available), tried stacking the chrono before starting the upgrade but it pushes the upgrade further down the timeline. will post pics if required.
muzzy
Profile Joined March 2010
United States640 Posts
September 17 2011 16:44 GMT
#176
Wow, awesome. Thanks for putting the effort into making this. I've been looking for something like this since beta, and all prior attempts have fallen short.
ZaphoD[42]
Profile Joined July 2011
Germany16 Posts
September 17 2011 19:40 GMT
#177
I really love your tool. If you solve the problem of chronoboosting at a specific time i will probably stop playing starcraft outside my browser at all.

Keep up the great work!
tdh.
Profile Joined November 2010
Denmark3 Posts
September 17 2011 20:00 GMT
#178
This is a great tool! Thanks for making it.

A couple of ideas for improvements: I would be nice if things could be planned in parallel. For instance larva injects should generally be made as soon as possible, but when you are changing around in the build order, you have to rearrange larva injects afterwards. The same goes for buildings/upgrades where the timing is based on gas. You could add a symbol in the url to mean as soon as possible, this symbol could be added as standard to larva injects.

Another nice feature: It would be great to be able to plan two builds in parallel, where one build is shifted with a variable amount of time, corresponding to the time it takes to get to the enemy base. Then you could compare your build to a counter-build or the build you are trying to counter.
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
Last Edited: 2011-09-17 20:17:17
September 17 2011 20:16 GMT
#179
This has probably been brought up before, but would it be possible to stretch out the main window a little bit (or well, more than a little xD)? As it is you can only see like 2 minutes of a build without scrolling - if the window was a bit wider it would give users a much more convenient overview of things.

Anyways, awesome tool, I wanted something like this for a long long time as I'm often on a PC that can't even run SC2.
BOOSE.867
Profile Joined August 2011
United States32 Posts
Last Edited: 2011-09-21 07:47:22
September 21 2011 07:44 GMT
#180
Love the tool. Great work.

One question: Has it been updated yet with 1.4 changes? Most notably the rax build time?

Edit: nm, checked liquipedia. Planner seems to be up to date.
BOB SAGET!
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